How to find correct rotation from one vector to another?

时光总嘲笑我的痴心妄想 提交于 2019-11-29 15:23:20

问题


I have two objects, and each object has two vectors:

  • normal vector
  • up vector

Like on this image:

Up vector is perpendicular to normal vector. Now I want to find unique rotation from one object to another, how to do that?

I have one method to find rotation between one vector to another, and it works. The problem is that I need to take care the two vectors: normal vector and up vector. If I use this method to rotate normal vector from object one to normal from object two, the up vector could be pointing wrong way, and they needs to be parallel.

Here is the code for finding the shortest rotation:

GE::Quat GE::Quat::fromTo(const Vector3 &v1, const Vector3 &v2)
{
    Vector3 a = Vector3::cross(v1, v2);
    Quat q;

    float dot = Vector3::dot(v1, v2);

    if ( dot >= 1 ) 
    {
        q = Quat(0,0,0,1);

    }
    else if ( dot < -0.999999 )
    {
        Vector3 axis = Vector3::cross(Vector3(1,0,0),v2);

        if (axis.length() == 0) // pick another if colinear
                axis = Vector3::cross(Vector3(0,1,0),v2);
        axis.normalize();
        q = Quat::axisToQuat(axis,180);
    }
    else
    {
        float s = sqrt( (1+dot)*2 );
        float invs = 1 / s;

        Vector3 c = Vector3::cross(v1, v2);

        q.x = c.x * invs;
        q.y = c.y * invs;
        q.z = c.z * invs;
        q.w = s * 0.5f;
    }
    q.normalize();
    return q;
}

What should I change/add to this code, to find the correct rotation?


回答1:


Before we begin, I will assume that both UP vector and normal vector are normalized and orthogonal (dot product is zero) between them.

Let's say that you want to rotate your yellow plate to be aligned with the rose (red?) plate. So, our reference will be the vectors from yellow plate and we will call our coordinate system as XYZ, where Z -> normal yellow vector, Y -> Up yellow vector and X -> YxZ (cross product).

In the same way, for rose plate, the rotated coordinate system will be called X'Y'Z' where Z' -> normal rose vector, Y' -> up rose vector and X' -> Y'xZ' (cross product).

Ok to find the rotation matrix, we only need to make sure that our normal yellow vector will become normal rose vector; that our up yellow vector will be transfomed in the up rose vector, and so on, i.e.:

RyellowTOrose = |X'x   Y'x   Z'x|
                |X'y   Y'y   Z'y|
                |X'z   Y'z   Z'z|

in other words, after you have any primitives transformed to be in coordinates of yellow system, applying this transformation, will rotate it to be aligned with rose coordinates system

If your up and normal vector aren't orthogonal, you can correct one of them easily. Just make the cross product between normal and up (results in a vector called C, for convenience) and do again the cross product between with C and normal, to correct the up vector.




回答2:


The quaternion code rotates just one vector to another without "Up" vector.

In your case simply build rotation matrix from 3 orthogonal vectors

  1. normalized (unit) direction vector
  2. normalized (unit) up vector
  3. cross product of direction and up vectors.

Than you will have R1 and R2 matrix (3x3) representing rotation of object in two cases.

To find rotation from R1 to R2 just do

 R1_to_R2 = R2 * R1.inversed()

And matrix R1_to_R2 is the transformation matrix from one orientation to other. NOTE: R1.inversed() here can be replaced with R1.transposed()




回答3:


First of all, I make the claim that there is only one such transformation that will align the orientation of the two objects. So we needn't worry about finding the shortest one.

Let the object that will be rotated be called a, and call the object that stay stationary b. Let x and y be the normal and up vectors respectively for a, and similarly let u and v be these vectors for b. I will assume x, y, u, and v are unit length, and that is x is orthogonal to y, and u is orthogonal to v. If any of this is not the case code can be written to correct this (via planar projection and normalization).

Now let’s construct matrices defining the “world space” the orientation of a and b. (let ^ denote the cross product) construct z as x ^ y, and construct c as a ^ b. Writing x, y, z and a, b, c to columns of each matrix gives us the two matrices, call them A and B respectively. (the cross product here gives us a unit length and mutually orthogonal vector since the same is true of the operands)

The change of coordinate system transformation to obtain B in terms of A is A^-1 (the inverse of matrix A, where ^ denotes a generalization of an exponent), in this case A^-1 can be computed as A^T, the transpose, since A is an orthogonal matrix by construction. Then the physical transformation to B is just matrix B itself. So, transforming an object by A^-1, and then by B will give the desired result. However these transformations can be concatenated into one transformation by multiplying B on the right into A^-1 on the left.

You end up with this matrix (assuming no arithmetic errors):

 _                                                                                                                                                                                             _
| x0*u0+x1*u1+x2*u2                                    x0*v0+x1*v1+x2*v2                                    x0*(u1*v2-u2*v1)+x1*(u2*v0-u0*v2)+x2*(u0*v1-u1*v0)                                  |
|                                                                                                                                                                                               |
| y0*u0+y1*u1+y2*u2                                    y0*v0+y1*v1+y2*v2                                    y0*(u1*v2-u2*v1)+y1*(u2*v0-u0*v2)+y2*(u0*v1-u1*v0)                                  |
|                                                                                                                                                                                               |
| (x0*y2-x2*y1)*u0+(x2*y0-x0*y2)*u1+(x0*y1-x1*y0)*u2   (x0*y2-x2*y1)*v0+(x2*y0-x0*y2)*v1+(x0*y1-x1*y0)*v2   (x0*y2-x2*y1)*(u1*v2-u2*v1)+(x2*y0-x0*y2)*(u2*v0-u0*v2)+(x0*y1-x1*y0)*(u0*v1-u1*v0) |
|_                                                                                                                                                                                             _|



回答4:


Let me write the problem again using the vectors that you have in your figure.

Problem:

Lets say that you have two vectors, blue_1 and green_1 (they are orthogonal), and you are looking for a rotation to move these vectors to blue_2 and green_2 (they are orthogonal). Moreover, you want green_2 to be parallel to green_1.

Solution:

As I can see, the problem here is that these rotation only exist on certain situations. Your vector blue_2 should be already orthogonal to green_1. If blue_2 is not orthogonal to green_1 your rotation does not exist.

Why?

Lets R be the rotation, i.e.,

blue_2 = R*blue_1

green_2 = R*green_1

We know that green_2 is orthogonal to blue_2, so

dot(blue_2,green_2) = 0

Also green_2 and green_1 will be parallel only if they are equal up to a constant factor different from zero, lets say a, that is a real number.

green_2 = a*green_1

Putting the things together, you get that

0 = dot(blue_2,green_2) = a*dot(blue_2,green_1)

because a is not zero we get that

dot(blue_2,green_1) = 0

Example:

if your vectors are

blue_1 = (1,0,0)

green_1 = (0,1,0)

and your new vector blue is

blue_2 = (sqrt(2)/2,sqrt(2)/2,0)

then there is no posibility that the vector green_2 satisfying your orthogonalities exist, and then you will not find the rotation that moves blue_1 but not green_1.



来源:https://stackoverflow.com/questions/21828801/how-to-find-correct-rotation-from-one-vector-to-another

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